1. 10 Aug, 2004 3 commits
  2. 09 Aug, 2004 1 commit
  3. 05 Aug, 2004 5 commits
  4. 03 Aug, 2004 2 commits
  5. 02 Aug, 2004 1 commit
  6. 25 Jul, 2004 4 commits
    • Sam Lantinga's avatar
      Date: Sun, 25 Jul 2004 23:10:03 +0800 · b9185e54
      Sam Lantinga authored
      From: Chris Taylor
      Subject: SDL for Macintosh Programmer's Workshop: removed dynamic loading
      
      I'm working on a game called D2X which uses SDL, and I recently ported
      it to Mac OS 9. I used MPW to build it. It uses OpenGL. To get it to
      work, I had to build SDL so it doesn't dynamically load OpenGL. This is
      because I don't think MPW supports dynamic loading. The following patch
      makes sure when SDL is built under MPW, dynamic loading of shared
      libraries is disabled.
      
      --HG--
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    • Sam Lantinga's avatar
      You can't free locked surfaces! · ee929726
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Date: Wed, 23 Jun 2004 17:05:33 -0400 · a69bbd47
      Sam Lantinga authored
      From: Chris Nelson
      Subject: [SDL] [Patch] WiseGroup MP-8800 / MP-8866 (PS2 Joystick)
      
      In the current cvs version, SDL doesn't handle these Playstation2
      controller => USB adapters correctly, in linux.
      
      It will always assume that the maximum number of joysticks (2 in the
      case of the MP-8866, 4 in the case of the 8800) are plugged in. This is
      bad not only because it allows SDL to exaggerate the number of logical
      joysticks, but primarily because the joystick axes are mapped
      incorrectly, all over the place, such that the devices are effectively
      unusable unless you have the maximum number of joysticks plugged in.
      
      My changes to src/joystick/linux/SDL_sysjoystick.c build on another's
      previous work (which was a special case for this very joystick,
      actually), and fix both of these problems, as well as making the current
      code a little more general, to allow for others to more easily drop in
      code for quirky joysticks such as these.
      
      I've tested this code under 2.6.7 as well as 2.4.24... Both work as
      advertised (provided you load the JOYDEV linux code as a module,
      otherwise they won't work at all, new code or old, but that's another
      issue entirely).
      
      Though this sounds horribly formal, you have my permission to distribute
      all of my work on this issue under the LGPL. So there.
      
      --HG--
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    • Sam Lantinga's avatar
      Date: Mon, 28 Jun 2004 23:15:55 +0200 · 564da8e6
      Sam Lantinga authored
      From: Ivo Danihelka
      Subject: [SDL] [PATCH] SDL_WM_SetCaption with UTF-8
      
      This patch enables UTF-8 suport for SDL_WM_SetCaption() in x11.
      
      XFree86 >= 4.0.2 supports text strings in UTF-8. Presence of this
      feature is indicated by the macro X_HAVE_UTF8_STRING.
      
      --HG--
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  7. 21 Jul, 2004 1 commit
  8. 18 Jul, 2004 9 commits
    • Sam Lantinga's avatar
      Date: Mon, 3 May 2004 03:15:01 +0100 · f70b972d
      Sam Lantinga authored
      From: David Symmonds
      Subject: SDL Typedef Structs
      
      Hi, Thanks for the SDL libraries, I have been using them for about a year
      now and they are really brilliant. One thing that I have just found whilst
      using them through C++ (and needing forward declarations) is that when you
      typedef structs you sometimes use
      
      typedef struct Name
      {
      ...
      }Name;
      
      e.g. SDL_Surface
      
      
      and other times use
      
      typedef struct
      {
      ...
      }Name;
      
      
      e.g. SDL_Rect
      
      The first type works fine, when I define a header file I can just put
      'struct Name;' at the top and use the Name throughout. However, the second
      type is harder to use in a header, and I haven't found a way yet, other than
      to include 'SDL.h' in the header file (undesirable). Would there be any harm
      in changing the definition of SDL_Rect and such like to the second form?
      
      --HG--
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    • Sam Lantinga's avatar
      Date: Sat, 26 Jun 2004 14:58:42 +0300 · 1ac1efb0
      Sam Lantinga authored
      From: "Mike Gorchak"
      Subject: QNX 6.3 fixes for SDL
      
      Sam, I've added new OpenGL framework for SDL, which appeared in the new QNX version - 6.3. I've leave compatibility with previous QNX versions. And I've moved all GL specific functions to the separate module, like it done for the other platforms.
      
      SDL is now ready for the QNX 6.3 :)
      
      --HG--
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    • Sam Lantinga's avatar
      *** empty log message *** · 7a8d040a
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Date: Mon, 28 Jun 2004 19:58:08 +0900 · 2e7908c3
      Sam Lantinga authored
      From: Hayashi Naoyuki
      Subject: SDL_types.h - fix for Tru64 MME
      
      The following two problems are fixed.
      1. Type of Uint64 is "long long" in SDL_types.h,
         but is "long" in mmbasic.h(Tru64 UNIX MME header file).
      2. Uint8, Uint16 and Uint32 are redefined
         if you compile a file including mmbasic.h and SDL_types.h.
      
      --HG--
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    • Sam Lantinga's avatar
      Date: Mon, 21 Jun 2004 16:52:47 +0200 · b84dba57
      Sam Lantinga authored
      From: Marcin Konicki
      Subject: SDL 1.2.7 patch for BeOS (new input handling code)
      
      I rewrote input handling code for BeOS. It should be faster now (i got
      report that mouse is faster, keyboard should be too, but it's harder to
      observe).
      
      I'll try to add mouse wheel support too, soon.
      
      Stefano Ceccherini (a.k.a Jack Burton) helped me beautify code (working
      version was less clean), and it was he who asked me to write this thing ;).
      
      --HG--
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    • Sam Lantinga's avatar
      Date: Sat, 03 Jul 2004 02:23:48 +0200 · 3eaf8adb
      Sam Lantinga authored
      From: Marcin Konicki
      Subject: [PATCH] Add missing functions and bring back OpenGL
      
      This patch adds missing functions:
      IconifyWindow
      GetWMInfo
      GL_LoadLibrary
      GL_GetProcAddress
      GL_GetAttribute
      GL_MakeCurrent
      
      Adding GL_* functions brings back working OpenGL in SDL for BeOS :).
      With addd GL_* functions there are few changes in Window class to handle
      changes better.
      
      Patch also fixes bug which freezed window when using MesaGL instead of
      BeOS r5 GL - it just needed Window->Quit() added into BE_VideoQuit().
      THX to Michael Weirauch (a.k.a emwe) who worked on that bug before and
      found that it freezes because of lock somewhere.
      
      THX to Matti "Mictlantecuhtli" Lev��nen for testing, Rod��ric Vicaire
      (a.k.a. Ingenu) for OpenGL wisdom, and Stefano Ceccherini (a.k.a Jack
      Burton) for asking me to fix SDL on BeOS :).
      
      --HG--
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    • Sam Lantinga's avatar
      Date: Wed, 7 Jul 2004 12:57:58 +0200 · 249a5dcd
      Sam Lantinga authored
      From: "Markus F.X.J. Oberhumer"
      Subject: [SDL-CVS] [patch] small fix for SDL_joystick.h
      
      the tiny patch below (against current CVS) fixes a syntax error
      (not allow compilers allow multiple __cdecl).
      
      --HG--
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    • Sam Lantinga's avatar
      Date: Fri, 16 Jul 2004 17:25:45 +0200 · fc16e929
      Sam Lantinga authored
      From: "A. Umbach"
      Subject: Patch for bug in SDL cdrom resume handling
      
      Black| pointed out a bug on #sdl today, that when you pause CD playback,
      and then Resume it, it'll play until the end of the disk, and not until
      the track you specified.
      
      Attached is a patch that fixes the issue, by saving the desired end position
      in the SDL_CD struct, and seting it again upon resume
      
      - Andreas
      
      --HG--
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    • Sam Lantinga's avatar
      Date: Sun, 18 Jul 2004 16:46:44 +0200 · c496d3e3
      Sam Lantinga authored
      From: Georg Schwarz
      Subject: Compiling SDL on IRIX 5.3
      
      in order to make SDL compile on IRIX 5.3 I had to apply the following patch
      
      --HG--
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  9. 17 Jul, 2004 1 commit
  10. 25 Jun, 2004 1 commit
    • Sam Lantinga's avatar
      Date: Thu, 24 Jun 2004 15:13:40 +0300 (EEST) · a43c7bf8
      Sam Lantinga authored
      From: Martin_Storsj�
      Subject: Small patches for SDL/win32
      
      I've tried playing with running SDL compiled for Windows with Wine (and
      WineX) under Linux. It didn't originally work too well, but I somehow
      managed to make it work. Most of the fixes was patches to Wine(X), but I
      also found something in video/windx5/SDL_dx5video.c which, as far as I can
      tell, actually is a bug in SDL. The result from the COM method Release,
      which returns the new reference count, is compared to DD_OK. Because
      QueryInterface is called immediately before, the reference count shouldn't
      be DD_OK (== 0).
      
      --HG--
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  11. 27 May, 2004 1 commit
  12. 20 May, 2004 1 commit
  13. 17 May, 2004 2 commits
    • Sam Lantinga's avatar
      *** empty log message *** · e4427251
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Date: Tue, 11 May 2004 22:05:32 -0400 · 17d60ba5
      Sam Lantinga authored
      From: Bob Ippolito
      Subject: [SDL] SDL_QuartzWM patches
      
      I've sent in two small patches to SDL_QuartzWM directly to Sam over the
      past few months (well, I think I sent both anyway) and neither of them
      have been implemented.  I didn't receive a response, so I'm sure he was
      just busy and/or they got lost, so I decided to sign up to the list and
      post them here.
      
      This patch rolls both of them together:
      - Mouse cursor becomes visible if hidden when it moves outside of the
      game window.  If you want it to stay invisible you should warp it
      because if it's not warped a user might click some random other
      application!  Commercial games behave in this way (or at least Warcraft
      III does, which is the only one that uses a custom mouse cursor and no
      warping that I've played in recent memory).
      - Right mouse button emulation is changed from Command-Click to
      Control-Click, which is how OS X behaves.
      
      Consider copyright assigned to whomever needs it under whichever
      license it needs to be under.. yadda yadda yadda.
      
      --HG--
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  14. 16 May, 2004 8 commits
    • Sam Lantinga's avatar
      Date: Tue, 16 Mar 2004 12:40:33 +0000 · 77e3c78b
      Sam Lantinga authored
      From: Alan Swanson
      Subject: [SDL] [PATCH] Linux joystick evdev axis count fix
      
      The event device configuration under Linux does not check the returned
      ioctl value when reading the axis information. This means extra
      undefined axes are returned.
      
      Note, in EV_HandleEvents, the default for case EV_ABS is to return any
      axis information which is fine as we have already checked for all valid
      absolute axes. No new axes should be returned after opening the device.
      
      (Unless, of course, the evdev allows closing and reassigning a new
      device while in use and I can't believe that happens.)
      
      --HG--
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    • Sam Lantinga's avatar
      *** empty log message *** · 4893c025
      Sam Lantinga authored
      --HG--
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    • Sam Lantinga's avatar
      Don't crash if the stretch routines are used on hardware surfaces · f410c37f
      Sam Lantinga authored
      --HG--
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    • Sam Lantinga's avatar
      Fixed crash on exit · fd0bae8c
      Sam Lantinga authored
      --HG--
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    • Sam Lantinga's avatar
      Date: Sun, 18 Apr 2004 16:09:53 -0400 (EDT) · 01baa898
      Sam Lantinga authored
      From: David MacCormack
      Subject: [SDL] Linux joystick patch
      
      I recently got myself a PS2 -> USB converter (a super joybox 5).  It
      accepts 4 PSX/PS2 controllers.  It's implemented as a HID, which is nice
      because it doesn't require its own driver, but the problem is that it's
      implemented as a *single* HID -- that is, it shows up as a single
      joystick with 19 axes, 4 hats, and 48 buttons.  This poses a problem for a
      number of apps which use SDL (stella, fce ultra, zsnes, to name a few) and
      see only a single (physical) joystick even though there are really 4
      (logical) joysticks.  There are a number of these types of devices on the
      market, and I've seen others post messages (in the zsnes forum, for
      example) with the same problem, so I came up with what I think is a pretty
      generic solution.
      
      I patched src/joystick/linux/SDL_sysjoystic.c to include support for
      logical joysticks; basically, it's a static array and supporting functions
      that map a single physical joystick to multiple logical joysticks.  The
      attached patch has the new code.  It's wrapped inside #ifndef
      statements so that you can get the old behavior if you want.
      
      --HG--
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    • Sam Lantinga's avatar
      *** empty log message *** · 19f49cc2
      Sam Lantinga authored
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    • Sam Lantinga's avatar
      Date: Sat, 10 Apr 2004 10:05:46 +0200 · 867534f7
      Sam Lantinga authored
      From: Christian Walther
      Subject: [SDL] OpenGL Accumulation Buffer on Mac OS X
      
      Is there a reason for not having OpenGL accumulation buffer support in
      SDL 1.2.7 (and as far as I have checked also in the current CVS) on Mac OS
      X?
      
      Maybe I am doing something wrong, but it seems very easy to add (at least
      it works for for me in 10.3.3) - just add
      
        if ( this->gl_config.accum_red_size + this->gl_config.accum_green_size + this->gl_config.accum_blue_size + this->gl_config.accum_alpha_size > 0) {
          attr[i++] = NSOpenGLPFAAccumSize;
          attr[i++] = this->gl_config.accum_red_size + this->gl_config.accum_green_size + this->gl_config.accum_blue_size + this->gl_config.accum_alpha_size;
        }
      
      to QZ_SetupOpenGL() in SDL_QuartzGL.m
      
      --HG--
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    • Sam Lantinga's avatar
      ate: Fri, 09 Apr 2004 20:07:10 +0200 · f17f1c01
      Sam Lantinga authored
      From: Hibernatus
      Subject: [SDL] BUG: changing video mode in opengl + windows
      
      In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call
      WIN_GL_ResetWindow when SetPixelFormat fails.
      WIN_GL_ResetWindow cannot properly work in its current state, because there
      are several things to update once you've created a new window. At least
      DirectInput doesn't work anymore here (which is somewhat annoying for the
      player :).
      I think you can simply remove that function. Many games don't try to
      recover from that exception, that's why the newest ATI drivers emulate 16
      bpp display in 32 bpp mode so the error never occurs (but the games may run
      much slower).
      
      Having SDL_SetVideoMode return NULL would be better than actually setting
      the video mode and losing focus, directinput and maybe directsound too. It
      also made my previous drivers crash (when switching from 32 bpp windowed to
      16 bpp fullscreen).
      
      --HG--
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